Buildings and maxslope

Buildings and maxslope

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Forboding Angel
Evolution RTS Developer
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Buildings and maxslope

Post by Forboding Angel »

Forboding Angel wrote:[2:36 AM] RevisionNinja packages commited revision 562
[2:36 AM] RevisionNinja Modified:
[2:36 AM] RevisionNinja evolutiondev.sdd/Units/ebuilding/emetalextractor.lua
[2:36 AM] RevisionNinja evolutiondev.sdd/Units/eunderwaterbuildings/euwmetalextractor.lua
[2:36 AM] RevisionNinja Log:
[2:36 AM] RevisionNinja Fixed Mex Maxslope. Apparently in spring if a building has a maxslope of more than 60 it cannot be placed ANYWHERE.
This is totally wacko. Units can have any maxslope and not be effected, but buildings over 60 cannot be placed. Instead of having a hard limit, why not:

A: Remove the stupid 1.5* multiplier from slope
B: Make it so that something>=60 can be placed anywhere or walk anywhere.

Option A makes a HELL of a lot more sense.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Buildings and maxslope

Post by Kloot »

You know we have a thing called Mantis for reporting issues like this? USE IT.

You're also wrong about the critical maxSlope angle, because for buildings it's 90.
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

No it isn't. I just tested it before this post. First 180, no go. Second 90, no go, then 60 (cause 60*1.5=90 so yeah) and winsauce was achieved. But I know for a fact that units can accept nearly any number it seems and not have an issue.

Edit: Things I report on mantis have a bad habit of being ignored. Posting in the forum increases exposure and seems to get an actual reaction.
Kloot
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Re: Buildings and maxslope

Post by Kloot »

Second 90, no go, then 60
Hint: try something close to but less than 90.
Edit: Things I report on mantis have a bad habit of being ignored. Posting in the forum increases exposure and seems to get an actual reaction.
Reports can be ignored for multiple reasons, like devs not having time or interest to look at them when there are more pressing unresolved bugs around. That still does make it aceptable to pollute this forum with threads about every minor annoyance you run into.
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

Kloot wrote:That still does make it acceptable to pollute this forum with threads about every minor annoyance you run into.
The last time I whined about a bug in this forum was in January, so I can safely conclude that I am not "Polluting" this forum with minor annoyances.
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bobthedinosaur
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Re: Buildings and maxslope

Post by bobthedinosaur »

Why can't you flatten the slope or use lua to change the ground?
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AF
AI Developer
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Re: Buildings and maxslope

Post by AF »

Perhaps it is desirable to have non even ground, or intrinsic to the units design
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JohannesH
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Re: Buildings and maxslope

Post by JohannesH »

bobthedinosaur wrote:Why can't you flatten the slope or use lua to change the ground?
deforming ground ~= maphack
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

That's what maxslope already does bob. If a unit can be built in an area, and the area is non flat, the engineer building the structure will flatten the ground before actually building anything.
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lurker
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Re: Buildings and maxslope

Post by lurker »

Which, honestly, is kind of stupid. They won't flatten the land for one building but they will for another? And if it's already 'flat enough' they'll still make it perfectly flat, because there is no way to indicate not to.
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

Yes there is. It's a tag that tells the engineer not to flatten the ground underneath the thing being built.
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lurker
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Re: Buildings and maxslope

Post by lurker »

Yes forb, I know about that tag. Fine, I didn't want to have to go into extreme detail but it seems necessary.

Situation A:
I have a building that needs the ground to be no more than 30 slopey, but I want it to be built anywhere up to 90 slope. I can either set maxslope to 30 without flattening, or I can set it to 90 with flattening. There is no way to tell it what level is 'flat enough'.

Situation B:
One building allows slope up to 20, another allows slope up to 80. Both flatten the ground. This makes no sense.
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

lurker wrote: Situation B:
One building allows slope up to 20, another allows slope up to 80. Both flatten the ground. This makes no sense.
Yes it does. If the ground isn't flattened then you have fugly space at the bottoms of units.
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AF
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Re: Buildings and maxslope

Post by AF »

cant a building sit at an angle on the ground rather than always sitting parallel to the plane?
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Forboding Angel
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Re: Buildings and maxslope

Post by Forboding Angel »

Sure it could, but even so, underneath the building on the edges you would in most cases have ugly empty space.
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FLOZi
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Re: Buildings and maxslope

Post by FLOZi »

lurker wrote:Yes forb, I know about that tag. Fine, I didn't want to have to go into extreme detail but it seems necessary.

Situation A:
I have a building that needs the ground to be no more than 30 slopey, but I want it to be built anywhere up to 90 slope. I can either set maxslope to 30 without flattening, or I can set it to 90 with flattening. There is no way to tell it what level is 'flat enough'.
Agree
Situation B:
One building allows slope up to 20, another allows slope up to 80. Both flatten the ground. This makes no sense.
Disagree. You might have a small building that can tolerate a large slope as there is only a small area to level, but a large building needs more levelling over a wider area. Plus, 'no sense' is irrelevant, it's a game design choice.
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